Special Skills

Sonic Impact

Sonic Impact[ソニックインパクト]Press O as a normal, command, or special move is about to make contact

Damage

Guard

Startup

Active

Recovery

Attack Level

Grounded Frame Advantage

Aerial Frame Advantage

-

-

-

-

-

-

-

-

Claudette adds a burst of wind to whatever move she's currently using. This will consume 25 meter, but will increase the hitstun of the move, allowing for combos that normally wouldn't be possible. Notable moves that benefit from Sonic Impact are j.K, 236P, 5H, and 214S > 214S; landing a successful Impact on these moves in the right situations can lead to big damage.

Ignition Sonic

Ignition Sonic[イグニションソニック]22O

Damage

Guard

Startup

Active

Recovery

Attack Level

Grounded Frame Advantage

Aerial Frame Advantage

-

-

-

-

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Install move, costs 50 meter. Claudette summons a gust of wind, which gives her 3 free Sonic Impacts. This effect doesn't have a timer, but it also doesn't carry over between rounds, so it's a risky proposition given her slow meter gain. If you're confident in your Sonic Impact inputs, it can be a worthwhile investment to get big damage conversions.

Ignition Sonic

Backdash Cancel44 during certain normal moves. Air O.K.

Damage

Guard

Startup

Active

Recovery

Attack Level

Grounded Frame Advantage

Aerial Frame Advantage

-

-

-

-

-

-

-

-

Claudette immediately cancels her attack into a backdash. This will work for any normal except Somersault (4S), Sliding (3S), j.P, j.K, and j.H.

Gameplan

Claudette is a highly mobile rushdown character, with a good dash and fast, if stubby, normals. She has relatively good corner carry off of stray hits and does a lot of damage, but her meter gain is relatively slow, requiring careful management of the resources she has on hand, especially when using her Original Action or any BRK points. Playing Claudette well requires getting in and sticking to the opponent at close-mid range.

Neutral Game

Pressuring

A vital key to Claudette's pressure and conversion game is knowing her gatlings. A chart explaining them is shown below.

Most of these normals are special cancelable also.

Jump Cancels

Claudette can get jump cancels off of the following moves:

5P, 5K

6H

j.S, j.HS

Okizeme

Claudette has a couple of different okizeme options to choose from, depending on what gets her the knockdown. In a general sense, airdashing and using a falling j.K or j.214HS~K into falling j.K are the most common options if you think that the opponent isn't going to use an AA reversal. In a lot of knockdown situations, she can also use 2K 236P to pick the opponent up for corner carry, though this will allow them a tech close to the ground.

Normal Moves

5P

5P

Damage

Guard

Startup

Active

Recovery

Attack Level

Grounded Frame Advantage

Aerial Frame Advantage

-

Mid

-

-

-

1

?

?

Standard jab. Gatlings into itself, and can be jump-canceled.

5K

5K

Damage

Guard

Startup

Active

Recovery

Attack Level

Grounded Frame Advantage

Aerial Frame Advantage

-

Mid

-

-

-

1

?

?

Hitbox goes fairly high for its range; if used in pressure it can be used to catch jumpouts by cancelling into 623S, or 5H > 623S.
Cancelling into 5HS will allow you to combo if it does hit.

cl.5S

cl.5S

Damage

Guard

Startup

Active

Recovery

Attack Level

Grounded Frame Advantage

Aerial Frame Advantage

-

Mid

-

-

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1

?

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Claudette does a quick punch to the gut. Short range, but much better options for cancels than f.5S.

f.5S

f.5S

Damage

Guard

Startup

Active

Recovery

Attack Level

Grounded Frame Advantage

Aerial Frame Advantage

-

Mid

-

-

-

1

?

?

Claudette moves forward a bit with a hook. Special cancelable, but not much else is available in terms of gatlings.

5H

5HS

Damage

Guard

Startup

Active

Recovery

Attack Level

Grounded Frame Advantage

Aerial Frame Advantage

-

Mid

-

-

-

1

?

?

Claudette steps forward and performs an uppercut, launching the opponent high into the air. An Impact 5HS has enough hitstun on it to land a 236HS and convert to an air combo for big damage, or just do a jump and combo afterward. If you don't have the meter for an Impact, you can special cancel into 214K for a knockdown, or 623S to get a wallbounce near the corner.

2P

2P

Damage

Guard

Startup

Active

Recovery

Attack Level

Grounded Frame Advantage

Aerial Frame Advantage

-

Mid

4

-

-

1

?

?

Literally Claudette's fastest normal and one of the fastest ones in the game. Its 4f startup is the equivalent to 2f startup in a 60 FPS game, making it integral for getting out of fake, close-range pressure or for use as a reversal.

2K

2K

Damage

Guard

Startup

Active

Recovery

Attack Level

Grounded Frame Advantage

Aerial Frame Advantage

-

Low

4

-

-

1

?

?

A little slower than 2P but also reaches a little farther. Usually the next best thing to combo into after a 2P. Also good for getting pickups on grounded opponents to cancel into 236P.

2S

2S

Damage

Guard

Startup

Active

Recovery

Attack Level

Grounded Frame Advantage

Aerial Frame Advantage

-

Low

4

-

-

1

?

?

A crouching hook punch. If going for 5HS at midscreen after a 2P or a 2K this move is your best bet.

2HS

2HS

Damage

Guard

Startup

Active

Recovery

Attack Level

Grounded Frame Advantage

Aerial Frame Advantage

-

Mid

4

-

-

1

?

?

A moderately-ranged sweeping hook. Knocks down.

j.P

j.P

Damage

Guard

Startup

Active

Recovery

Attack Level

Grounded Frame Advantage

Aerial Frame Advantage

-

High

4

-

-

1

?

?

A quick swing of the fist. Really only good for combo filler, though it moves quickly.

j.K

j.K

Damage

Guard

Startup

Active

Recovery

Attack Level

Grounded Frame Advantage

Aerial Frame Advantage

-

High

4

-

-

1

?

?

A somewhat downward-angled kick. One of her two jump-in/IAD options as far as normals go, the other being j.S. This move hits a little lower than j.S but doesn't reach quite as far, so it tends to be used more often as an IAD approach. It is also an amazing instant overhead tool, and if enhanced with Sonic Impact, you can combo into 214S > 214S.

j.S

j.S

Damage

Guard

Startup

Active

Recovery

Attack Level

Grounded Frame Advantage

Aerial Frame Advantage

-

High

4

-

-

1

?

?

A somewhat downward-angled punch. j.S hits slightly higher than j.K does, but also reaches farther with a little more hitstun, making it a decent A2A option if your opponent is about the same height as you.

j.HS

j.HS

Damage

Guard

Startup

Active

Recovery

Attack Level

Grounded Frame Advantage

Aerial Frame Advantage

-

High

4

-

-

1

?

?

The highest-hitting of Claudette's air normals. Has a fair amount of hitstun and untech time. Can be used in combos to confirm into j.214K or j.214HS as long as the opponent isn't too high up.

Command Moves

3S

Sliding3S

Damage

Guard

Startup

Active

Recovery

Attack Level

Grounded Frame Advantage

Aerial Frame Advantage

-

Low

4

-

-

1

?

?

A sliding kick.

4S

Somersault4S

Damage

Guard

Startup

Active

Recovery

Attack Level

Grounded Frame Advantage

Aerial Frame Advantage

-

Mid

4

-

-

1

?

?

Claudette does a backflip. Most often canceled into a j.HS to set up rejumps, though it also leaves the opponent just high enough to hit a j.214K instead to force a knockdown.
If blocked, it force the opponent to stand, and you can overhead immediately with j.P, j.K, or j.S for a fuzzy overhead.

6HS

Just Break6HS

Damage

Guard

Startup

Active

Recovery

Attack Level

Grounded Frame Advantage

Aerial Frame Advantage

-

High

4

-

-

1

?

?

Universal overhead option. As noted in the gatling table, she can cancel this move into 4HS, giving it some viability for combos. Launches on CH, which makes it easy to jump cancel and confirm into an air combo.

Special Moves

236P

Vulcan Knuckle[バルカンナックル]236P

Damage

Guard

Startup

Active

Recovery

Attack Level

Grounded Frame Advantage

Aerial Frame Advantage

-

Mid

4

-

-

1

?

?

Claudette jabs rapidly. She follows up with another punch if the jabs hit.
This move knocks opponents down if they're on or close to the ground, giving you time to dash in and stay on them despite the high pushback from the last punch. Using this move isn't preferred on opponents that are too high up, as they'll be able to tech. If this move is used after picking someone up with 2K, they'll be able to tech also

The final punch can be BRK'd to keep momentum going, or enhanced with Sonic Impact in the corner to get a 5P 5K string and jump cancel into an air conversion.

214K

Rolling Tomahawk[ローリングトマホーク]214KAir O.K.

Damage

Guard

Startup

Active

Recovery

Attack Level

Grounded Frame Advantage

Aerial Frame Advantage

-

Mid

4

-

-

1

?

?

A series of three kicks, the last of which knocks the opponent down. Used most frequently as an air combo ender, though it can also see use on the ground if a hard knockdown is most desirable at the time.

214S

Hyperion Kick[ハイペリオンキック]214SAir O.K.

Grounded

Aerial

Version

Damage

Guard

Startup

Active

Recovery

Attack Level

Grounded Frame Advantage

Aerial Frame Advantage

Grounded

-

Mid

4

-

-

1

?

?

A flying dash kick along the ground. Compared to 236P, this gives less distance in terms of corner carry but lets Claudette stay in closer to the opponent. The input for followups has a relatively wide window, and can be started almost as soon as Claudette starts moving and it will still come out.

Aerial

-

Mid

4

-

-

1

?

?

A divekick at a 45-degree angle. If spaced correctly, can be a hard challenge for a lot of characters to answer, especially if it's blocked in the air. As noted earlier, it will combo from an Impact j.K. The followup input window starts once Claudette touches the ground. It can be BRK'd before the active frames come out, letting Claudette retain her extremely fast falling speed.

214S

Patriot[パトリオット]After Hyperion Kick, 214S

Damage

Guard

Startup

Active

Recovery

Attack Level

Grounded Frame Advantage

Aerial Frame Advantage

-

Mid

4

-

-

1

?

?

A roundhouse kick. Causes wallbounce if the enemy is close enough to a wall. Can BRK the recovery to continue the combo if you're close enough, or by using Sonic Impact and following up with a linked cl.5S.

214S

Hound[ハオウンド]After Hyperion Kick, 236S

Damage

Guard

Startup

Active

Recovery

Attack Level

Grounded Frame Advantage

Aerial Frame Advantage

-

Mid

4

-

-

1

?

?

A jumping thrust kick. Despite the animation, this is *not* an overhead. Can be canceled into forward airdash after Claudette rebounds from the kick. Has a BRK point before the move hits if you'd like to feint it.

623S

Sparrow Gauntlet[スパロウガウントレット]623S

Damage

Guard

Startup

Active

Recovery

Attack Level

Grounded Frame Advantage

Aerial Frame Advantage

-

Mid

4

-

-

1

?

?

An uppercut with a diagonal blast. Air unblockable, and can be used to set up combos in the corner, but does not hit grounded opponents.

236HS

Hammer Hornet[ハンマーホーネット]236HS

BANDIT BRINGER!

Damage

Guard

Startup

Active

Recovery

Attack Level

Grounded Frame Advantage

Aerial Frame Advantage

-

High

4

-

-

1

?

?

Claudette jumps and swings her hand down in an overhead punch. Can be BRK'd before it hits. Combos naturally from both Impact 5HS and CH 5HS, but even without it, if this move hits it can lead to big damage. Has some utility for dodging fireballs or reaching over some moves, but its slow speed makes it dangerous to throw out frivolously.

236HS

Spin Falcon[スピンファルコン]j.214HS

Damage

Guard

Startup

Active

Recovery

Attack Level

Grounded Frame Advantage

Aerial Frame Advantage

-

Mid

4

-

-

1

?

?

Claudette moves forward a set distance and strikes in the opposite direction. It can act as an alternative aircombo ender if you're able to knock the opponent toward the corner; it will allow them to airtech after slamming them to the wall, which can let you try to set up an airthrow. While it could be TK'd for a crossup, it will not hit crouchers. It can also crossup when opponent is in deep corner. BRK point is slightly after the hit.

236HS

Feint[フェイント]K during Spin Falcon

Damage

Guard

Startup

Active

Recovery

Attack Level

Grounded Frame Advantage

Aerial Frame Advantage

-

-

4

-

-

1

?

?

Claudette feints, removing most of her momentum from the Spin Falcon and turning her around. You can jump or use an air normal after Feint, but cannot airdash or use a special move.
As noted in the okizeme section, Feint can be used to set up a falling j.K and go into more combos.

Finishing Moves

236236P

Take My Deadly Fist![受けろあたしの必殺拳ッ！]236236P

Damage

Guard

Startup

Active

Recovery

Attack Level

Grounded Frame Advantage

Aerial Frame Advantage

-

-

4

-

-

1

?

?

Claudette does a flurry of hits (like 236P), and then follows up with several other powered up moves. Knocks down.

4123641236HS

Avenger Knuckle[アヴェンジャーナックル]4123641236HS

Damage

Guard

Startup

Active

Recovery

Attack Level

Grounded Frame Advantage

Aerial Frame Advantage

-

-

4

-

-

1

?

?

Claudette punches twice, launching the opponent upward, then prepares a third strike. Pressing HS within the right 1f window will deal a ton of damage. Missing will cause her to lose her footing, falling and giving the opponent a free punish.

Combos

BnBs

Meterless

Anywhere

2P 2K 2S 2HS 236P (66 2K 236P)

Use the 236P ender for corner carry; you'll have to dash in afterward to maintain close range, and if you really want the full corner carry you can do 2K 236P after a dash-in. The opponent wlll be able to tech low after the second 236P.

2P 2K 2S 5HS/2HS 214K (2K 236P)

A variant of the above combo that trades corner carry for positioning and oki. 2K 236P adds damage but allows a low tech.

2P 2K 2S 2HS 214S (2K 236P)

A third variant of the above routes, balancing corner carry and positioning. 2K 236P serves the same purpose as combo #2.

4S j.HS land j.P j.K j.S j.HS j.214HS

j.214H switches sides, and will wallslam, allowing you to dash in or go for an airdash to try an airthrow.

4S j.HS land j.K j.S j.HS jc j.S j.214K (2K 236P)

An alternative to the above combo. Gives a knockdown, with 2K 236P as an option for slight corner carry & meter gain.

6HS 4S j.HS jc j.HS j.214K (2K 236P)

A combo off of universal overhead. Otherwise similar to the second 4S combo.

Corner

2P 2K 2S/cl.5S 5HS/2HS 214K (2K 236P)

Short combo that forces a knockdown. If you want to add extra damage, 2K 236P can be added on at the cost of allowing the opponent to tech out, albeit very low to the ground.

2P 2K 2S/cl.5S 2HS 236P (66 2K cl.5S 236P)

Alternative to the above. Slightly more meter generation due to using 236P, but like the above combo, you can add extra damage & meter gain with 66 2K 236P if you don't mind giving the opponent a low tech.